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New Tac Consoles - Severity or Chance

Started By:
Minty Chris, Mon 21 Oct, 2013 10:44 PM
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    #1
    Hi Guys,

    As Season 8 is fast approaching and we now know about the new tactical consoles I wanted your opinion on which to get.

    Build in question is my Scimitar so 5 console slots.

    I'm planning switching from my Rare XII's so I'm expecting about a 10% loss of damage however I'm betting on getting that back with a jump in crit chance/severity.

    Question is what should I go for...Crit or Chance?

    At the moment I have 18.7% Chance and 110.8% severity. This goes up to about 24.1% Chance and 164.8% severity during an alpha strike.

    Would it be best to increase the chance or severity or abit of both?
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    #2
    I'd say boost your crit chance, your severity looks to be quite alright, however your chance is rather low.
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    #3
    If your deadset on getting these, I'd go half and half. giving an added 3.6 Chance and 16 Severity. With those, I'm sure you could do a decent amount of damage.
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    #4
    Thanks for the replies. Would be good to increase the chance but I guess that thing that makes me wary is that it is only a small increase per console.

    I have updated my build here if anyone has any suggestions.

    Currently trying out the [Heavy Crescent Wave Cannon] + [Console - Bioneural Infusion Circuits] instead of another elite DHC and valdore console. Cannon has a nice 60% crit sev and chance to ignore shields and dmg resistance, console gives 15.2% crit sev and the 2 piece bonus is 7.6% disruptor dmg increase but not totally convinced.

    http://ufplanets.com/showthread.php?...l=1#post175666
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    #5
    Yeah...they don't seem particularly impressive to me. Unless there are some pretty drastic changes, I can't see much value in spending Fleet Credits and dilithium on them...but thats just me.

    Noram
    "There's a point where we needed to stop and we have clearly passed it. But let's keep going and see what happens..."
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    #6
    Generally we calculate expected gains by multiplying probability with expected returns.

    For example:

    18.7% Chance and 110.8% Severity = +20.72% average damage
    20.3% Chance and 110.8% Severity = +22.49% average damage
    18.7% Chance and 118.8% Severity = +22.22% average damage

    There's 5 different combination of consoles (4/0, 3/1, 2/2, 1/3, 0/4).

    Your base numbers, 18.7% Chance and 110.8% Severity = +20.72% average damage:

    Code:
    5	0	26.70%	110.80%	29.583600%
    4	1	25.10%	118.80%	29.818800%
    3	2	23.50%	126.80%	29.798000%
    2	3	21.90%	134.80%	29.521200%
    1	4	20.30%	142.80%	28.988400%
    0	5	18.70%	150.80%	28.199600%
    Your alpha strike, with 24.1% Chance and 164.8% severity = +39.72% average damage:

    Code:
    5	0	32.10%	164.80%	52.900800%
    4	1	30.50%	172.80%	52.704000%
    3	2	28.90%	180.80%	52.251200%
    2	3	27.30%	188.80%	51.542400%
    1	4	25.70%	196.80%	50.577600%
    0	5	24.10%	204.80%	49.356800%
    You should carry 4 +Chance consoles and 1 +Severity console. The difference between 4/1 and 5/0 is you get 0.20% less for your alpha strike, but 0.24% more normally.

    However, note that these consoles only give +25.5% each, vs +30% each with Mk XII purples. That's 4.5% per console, 22.5% for 5 consoles. 4/1 Chance/Severity consoles only give +9.10% and +12.99% for your base and alpha strike - based off of 22.5% lower base weapon damage.

    Off the top of my head, you'd lose around 10% DPS switching from 5 purple Mk XIIs to these new critical boost consoles.
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    #7
    Out of curiosity, what's the most efficient way to obtain mark xii purple tac consoles? Exchange prices are astronomical, so most of my characters are running mark xi blues instead. The differences between the new consoles and my existing ones becomes negligible.
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    #8
    The only other way is Children's Toys but you will need a lot of luck and expensive Doffs.
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    #9
    Personally, I just sold the infused artifacts, slowly saving up to buy the consoles. For plasma it's like 30 mil a pop, but I finally have all Mk XII purples! :mrgreen:
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    #10
    Off the top of my head, you'd lose around 10% DPS switching from 5 purple Mk XIIs to these new critical boost consoles.
    Thanks for the explanation there. Very useful. So considering I'm running Blue XII's I guess the change to fleet crit consoles will be negligible.
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    #11
    Hm, come to think of it, there is a potential issue with my evaluation of critical hit gains - does Critical severity go by base damage, or net damage?

    If it's base you'd lose 15% base (comparing Mk XII blues/Mk XI purples to the new consoles), but gain roughly 11% (average of normal and alpha gain) from Crits, so it's still not good.

    If it's bet you'd lose 15% base but gain 11% net (after the 25.5% base boost) for 127.5% base * +11% from Crits = +41.41% base, making the critical consoles better (especially since you probably have more damage boosters than just those consoles).

    Argh, the math gets complicated depending on the unknown of what Critical Hit damage is calculated from - modified values after tac consoles, or base values. Anyone know?
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    #12
    Argh, the math gets complicated depending on the unknown of what Critical Hit damage is calculated from - modified values after tac consoles, or base values. Anyone know?
    I'm pretty sure Critical Hit values are calculated from base damage. The wiki seems to agree with me:
    http://sto.gamepedia.com/Critical_Hit
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    #13
    If it's based on the base values, then I don't like those consoles. On the other hand:

    Spire Fleet Holding Vulnerability Locator/Exploiter Tactical Consoles.
    • Slightly reduced the effectiveness of weapon type (+Beam, +Cannon, +Mine, +Torpedo) bonuses on these consoles (25.5% to 22.3%).
    • Added damage type versions of these consoles (+Phaser, +Disruptor, etc.) that add a 25.5% bonus.
    • There are versions of these consoles for each damage type.
    OMG! eek!

    It's funny that they got nerfed the weapon type consoles, and the energy type consoles have a higher bonus. It just further devalues rainbow boats, was there some trick about mixing energy types they were worried about? Romulan Plasma + the various Disruptor types, maybe?

    In any case, a console that boosted both Antiproton and Critical Chance would be awesome.
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    #14
    In any case, a console that boosted both Antiproton and Critical Chance would be awesome.
    This is what I'll likely be spending my marks and dil on, as I don't see myself getting MK XII's anytime soon. Banghead
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    #15
    Can the numbers people give the optimal combinations of crit damage and chance consoles for vessels with 2,3 and 4 tac consoles?
    CurzonPeers